botw/src/Game/Damage/dmgDamageManagerBase.cpp

280 lines
7.9 KiB
C++

#include "Game/Damage/dmgDamageManagerBase.h"
#include "Game/DLC/aocHardModeManager.h"
#include "Game/Damage/dmgDamageCallback.h"
#include "KingSystem/ActorSystem/actActor.h"
#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
#include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actActorUtil.h"
#include "KingSystem/ActorSystem/actLifeRecoveryInfo.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectGeneral.h"
#include "KingSystem/Resource/resResourceGParamList.h"
namespace uking::dmg {
DamageManagerBase_UnknownBase1::DamageManagerBase_UnknownBase1(ksys::act::Actor* actor)
: mActor(actor) {}
// Compiler seems to combine zero(0) writes to (0x0 ,0x8) and (0x10, 0x18)
// when writing the vtable and Actor.
// The original Compiler writes (0x8, 0x10) in one 'stp', and writes 0x0 and 0x18 individually with
// 'str'. The rest seems to fall out of sync due to that, but it's otherwise functionally the same.
// NON_MATCHING: Incorrect order.
DamageManagerBase::DamageManagerBase(ksys::act::Actor* actor)
: DamageManagerBase_UnknownBase1(actor) {}
u32 DamageManagerBase::getDamage() {
u32 result;
if (canTakeDamage())
result = mDamage;
else
result = 0LL;
return result;
}
void DamageManagerBase::addDamageCallback(s32 eventId, DamageCallback* callback) {
if (mCallbacks.isBufferReady() && !callback->mDamageManager) {
DamageCallback* next = mCallbacks[eventId];
if (next) {
DamageCallback* prev;
while (next) {
prev = next;
next = next->mNext;
}
prev->mNext = callback;
callback->mPrev = prev;
} else {
mCallbacks[eventId] = callback;
}
callback->mDamageManager = this;
callback->mEventId = eventId;
}
}
void DamageManagerBase::removeDamageCallback(DamageCallback* callback) {
if (!mCallbacks.isBufferReady() || callback->mDamageManager != this) {
return;
}
u32 event_id = callback->mEventId;
DamageCallback* current_callback = mCallbacks[event_id];
if (!current_callback) {
if (mActor) {
// Logging about trying to remove missing callback?
mActor->nullsub_4649();
}
callback->mDamageManager = nullptr;
callback->mEventId = -1;
#ifdef MATCHING_HACK_NX_CLANG
asm(""); // Stop optimizing with the other clear below
#endif
return;
}
if (current_callback == callback) {
mCallbacks[event_id] = callback->mNext;
current_callback = mCallbacks[event_id];
if (current_callback) {
current_callback->mPrev = nullptr;
}
#ifdef MATCHING_HACK_NX_CLANG
asm(""); // Stop re-using variables, generating an extra register
#endif
} else {
do {
if (current_callback == callback) {
DamageCallback* prev = callback->mPrev;
if (prev) {
prev->mNext = callback->mNext;
}
DamageCallback* next = callback->mNext;
if (next) {
next->mPrev = callback->mPrev;
}
}
current_callback = current_callback->mNext;
} while (current_callback);
}
callback->mNext = nullptr;
#ifdef MATCHING_HACK_NX_CLANG
asm(""); // Stop combining the mNext and mDamageManager
#endif
callback->mDamageManager = nullptr;
callback->mEventId = -1;
callback->mPrev = nullptr;
}
bool DamageManagerBase::applyDamage(s32& life) {
auto* param_list = mActor->getParam()->getRes().mGParamList;
const ksys::res::GParamListObjectGeneral& params = *param_list->getGeneral();
if (params.mIsLifeInfinite.ref()) {
// Since life is infinite, we don't need to modify the damage or life.
// But we still call the "callback" as if damage was done.
onApplyDamage();
return false;
}
s32 damage = getDamage();
if (damage >= 1) {
if (ksys::act::isPlayerProfile(mActor)) {
if (getAttacker()->hasProc()) {
tryBuffDamage(damage);
}
}
}
tryApplyDamageRecovery(damage);
// Actually deal damage
onApplyDamage();
f32 old_life = life;
life = std::max(0, life - damage);
bool did_damage = old_life != life;
return did_damage;
}
void DamageManagerBase::tryBuffDamage(s32& damage) {
if (!aoc::HardModeManager::instance()) {
return;
}
if (!aoc::HardModeManager::instance()->checkFlag(aoc::HardModeManager::Flag::EnableHardMode)) {
return;
}
if (!aoc::HardModeManager::instance()->isHardModeChangeOn(
aoc::HardModeManager::HardModeChange::ApplyDamageMultiplier)) {
return;
}
ksys::act::ActorConstDataAccess acc;
ksys::act::acquireActor(getAttacker(), &acc);
if (aoc::HardModeManager::shouldApplyMasterModeDamageMultiplier(acc)) {
aoc::HardModeManager::buffDamage(damage);
}
}
void DamageManagerBase::tryApplyDamageRecovery(s32& damage) {
if (!aoc::HardModeManager::instance()) {
return;
}
if (!aoc::HardModeManager::instance()->checkFlag(aoc::HardModeManager::Flag::EnableHardMode)) {
return;
}
if (!aoc::HardModeManager::instance()->isHardModeChangeOn(
uking::aoc::HardModeManager::HardModeChange::EnableLifeRegen)) {
return;
}
if (!mActor->getLifeRecoverInfo()) {
return;
}
// Take damage from extra HP1, and modify damage.
// Returns true if damage remains? No more regen?
ksys::act::LifeRecoverInfo* life_recovery_info = mActor->getLifeRecoverInfo();
if (life_recovery_info->onApplyDamage(damage)) {
// Update flags and counter.
life_recovery_info->onApplyDamage_0();
}
}
s32 DamageManagerBase::getNumCallbacks() {
// More like number of supported event types, than number of callbacks.
// These seem to return a fixed number for each different DamageManager class.
return 0;
}
bool DamageManagerBase::initCallbacks(sead::Heap*) {
// Does nothing in the Base class, and doesn't seem like any of the known classes actually
// override this yet.
return true;
}
bool DamageManagerBase::allocStruct20(sead::Heap* heap) {
mStruct20_a = new (heap) Struct20;
if (!mStruct20_a) {
return false;
}
mStruct20_b = new (heap) Struct20;
return mStruct20_b != nullptr;
}
void DamageManagerBase::preDelete1() {
if (mStruct20_a) {
delete mStruct20_a;
mStruct20_a = nullptr;
}
if (mStruct20_b) {
delete mStruct20_b;
mStruct20_b = nullptr;
}
}
bool DamageManagerBase::canTakeDamage() {
u32 damageTypeMaybe = m49(getField50());
if (!DamageInfoMgr::instance()) {
return false;
}
s32 idx = mDamageReactionTableStuff;
if (idx < 0) {
return false;
}
if (!DamageInfoMgr::instance()->getDamagesArray().isBufferReady()) {
return false;
}
DamageInfoMgr::DamageItem& item = DamageInfoMgr::instance()->getDamagesArray()[idx];
return item.mCanTakeDamageFromType[damageTypeMaybe] & 0x1;
}
void DamageManagerBase::handleDamageForPlayer(u32* a2, u32* a3, u32* a4, u32* a5, u32* a6) {
Struct20* currentStruct = sead::DynamicCast<Struct20>(mStruct20_b);
if (!currentStruct) {
return;
}
*a2 = currentStruct->mField_8;
*a3 = currentStruct->mField_C;
*a5 = currentStruct->mField_14;
*a6 = currentStruct->mField_18;
*a4 = currentStruct->mField_10;
}
bool DamageManagerBase::addDamage(s64, s32 damage, s32 df48, s32 minDmg, s32 f50, s32 f54,
s32 f40) {
mDamage += damage;
mField_48 += df48;
mMinDmg += minDmg;
if (mField_54 >= f54) {
return false;
}
mField_50 = f50;
mField_54 = f54;
mField_40 = f40;
return true;
}
s32 DamageManagerBase::m49(s32 damageTypeMaybe) {
if (damageTypeMaybe == 3) {
return 2;
}
return 0;
}
} // namespace uking::dmg